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Texture Synthesis. No Texture. Using a sampling of 2D perlin Noise provides smooth hills. Terrain Coloring. Using a 1D texture map based on the altitude can provide many useful mapping. Terrain Coloring. Striped 1D texture map. Terrain Coloring.
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No Texture • Using a sampling of 2D perlin Noise provides smooth hills.
Terrain Coloring • Using a 1D texture map based on the altitude can provide many useful mapping.
Terrain Coloring • Striped 1D texture map.
Terrain Coloring • Using a 2D texture map provides richer detail, but is independent of the terrain.
Terrain Coloring • More advanced coloring is based on altitude and slope.
Rolling Hills • Flowers, trees, paths, …
Procedural texture synthesis • [Gardner 85] sum a small number of sine waves of different periods and amplitudes. • [Perlin 85]use band-limited noise function • [Turing 52] Reaction-diffusion system in developmental biology. Two or more chemicals can diffuse through an embryo and react with each other until a stable pattern of chemical concentration is reached.
Reaction-diffusion Texture buttons – Andrew Witkin and Michael Kass
Texture synthesis on surfaces • Retiling • Sprinkle some new vertices onto the mesh • Space them uniformly over the mesh using point repulsion. • Remove old vertices and re-triangulate • Create a hierarchy of meshes • Neighborhood Construction: • flatten a set of nearby vertices • resample the flattened patch
2D Texture Synthesis nxm Input Texture NxM Output Texture • The goal: Synthesize an output texture which isperceptually similarto the input texture. Also ensure that the result contains sufficient variation.
Tiled Textures • Take up little texture memory
Visual Comparison Synthetic tilable texture Simple tiling Synthesized texture
Existing (and Impressive) Technology • Pixel-Based: • Non-parametric Sampling [Efros and Leung 1999] • Tree-structured Vector Quantization [Wei and Levoy 2000] • Synthesizing Natural Textures [Ashikhmin 2001] • Image Analogies [Hertzmann et al. 2001] • Patch-Based: • Patch-Based Sampling [Guo et al. 2001] • Image Quilting [Efros and Freeman 2001] • Hierarchical Pattern Mapping [Soler et al. 2002]
Pixel-Based Texture Synthesis Input Output Step n in Algorithm
Pixel-Based Texture Synthesis Input Output Build L-shaped Neighborhood
Pixel-Based Texture Synthesis Input Output Find Matching Neighborhood(s) in Input
Pixel-Based Texture Synthesis Input Output Select Best Neighborhood from all Candidates
Pixel-Based Texture Synthesis Input Output Copy Selected Pixel to Output
Pixel-Based Texture Synthesis Input Output Repeat for all Pixels in this Row...
Pixel-Based Texture Synthesis Input Output ...and all other Output Rows
Patch-Based Texture Synthesis Input Output Step n in Algorithm
Patch-Based Texture Synthesis Input Output Patch to be Synthesized in this Step
Patch-Based Texture Synthesis Input Output Build Neighborhood (Image Mask)
Patch-Based Texture Synthesis Input Output Find Matching Neighborhood(s) in Input
Patch-Based Texture Synthesis Input Output Select Best Neighborhood from all Candidates
Patch-Based Texture Synthesis Input Output Copy Selected Patch to Output
Patch-Based Texture Synthesis Input Output Apply some Overlap RepairStrategy ...
Patch-Based Texture Synthesis Input Output ... And we are done with this patch
Patch-Based Texture Synthesis Input Output Repeat for all Patches in Output
Texture Synthesis • Solid texture from 2D views • Heeger & Bergen 1995 • Ghazanfarpour & Dischler 1999 2D Source 3D result Images from [Heeger&Bergen 1995]
Previous Work • Texture varying, morphing, and mixture • Portilla & Simoncelli 1999 • Bar-Joseph, El-Yaniv, Lichinski, Werman 2001 • Z. Liu, C. Liu, Shum, Yu 2003 • PVT paper in SIGGRAPH 2003 Source 1 morphing Source 2 Image from [Portilla&Simoncelli 1999]
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